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// title: Noise #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float random(vec2 st){ return fract(sin(dot(st.xy,u_mouse+vec2(999.,999.)))*40000.); } void main(){ vec2 st=gl_FragCoord.xy/u_resolution; float rnd=random(st); gl_FragColor=vec4(vec3(rnd),1.); }
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